Fall Further - The Original Thread

I'm getting some XML errors when I try to load this. I followed the recommended order and it's saying something about iPrereqBroadAlignment is used but not defined in the schema..., then a whole bunch of errors about promotions and improvements happen after that...
 
I got it to work by installing FFH .32, applying the D patch. Then I copied the Patch "A" Fall Further assets into the zip extract of the Fall Further main download, and then copied all of that to the FFH directory. So the only order that worked for me was:

[1]Fall from Heaven 032
[2]Fall from Heaven 032 - Patch D
[3]Fall Further 031
[4]Fall Further 031 - Patch A
 
I got it to work by installing FFH .32, applying the D patch. Then I copied the Patch "A" Fall Further assets into the zip extract of the Fall Further main download, and then copied all of that to the FFH directory. So the only order that worked for me was:

[1]Fall from Heaven 032
[2]Fall from Heaven 032 - Patch D
[3]Fall Further 031
[4]Fall Further 031 - Patch A

Im gona have to doubly confirm that... His posted "correct order" causes hell beyond hell XD and the logical works..
 
Crazy-weird bug - Scouts in winter forests and hills (possibly normal forests) have no tooltips, meaning they can't, for example, explore a dungeon if it's in a winter forest.

Also some kind of error with city screens - I hit enter to jump out, and instead it jumps me over to my warrior - with the detailed city screen still framing him.

Scouts regain their tooltips moving OFF of tiles...I think this might be all units. My settler started on a forested hill, and I couldn't look at Terrain. I was playing Calabim under Flauros on Hemispheres, if that matters.

Confirmed - all units in forest or winter forest terrain, playing as Sheiam under Os-Gabella, on Terra. They lose tooltips and the ability to view terrain. UPSETTING. Presumably, any tile with a natural improvement on it causes this error?
 
Yea Im getting major errors even loading the mod form the advanced options!.. somethings up here..



acyually scratch that.. Im just an idiot.
 
Some dittoing:

When I try the recommened install order I get a host of errors. The initial XML errors referencing Broader Alignments are fixed by using the UnitSchema file from the 031 FF install. Lots remain.

No obvious issues in-game when using the alternate install above. However, I can't load any savegames either - including those started using the installed mod/patch combination.
 
Some dittoing:

When I try the recommened install order I get a host of errors. The initial XML errors referencing Broader Alignments are fixed by using the UnitSchema file from the 031 FF install. Lots remain.

No obvious issues in-game when using the alternate install above. However, I can't load any savegames either - including those started using the installed mod/patch combination.

Going to make a full release out of it - I don't really like Patches for compatibility updates anyway, but I thought I may get away with it this time. Guess not...

==

The load-issue is going to be DLL related, will track that down first...
 
Which one? :D

Fairly large sections of his XML modcomp are included (though from a much earlier version) - though they are primarily things that may not be instantly visible (the "Raider" promotion for instance relies on his work, causing units to automatically pillage when they enter an enemy tile).

His worker mod (again, an earlier version) is also included.

Are there any specific parts you're thinking of?

I don't know what Kasdar was thinking of (xienwolf hasn't added his requested additions yet), but I know why I want Fall Further to include the latest version of xienwolf's xml modcomp. I was planning on borrowing your DLL (or basing mine closely on your source code) since we both are using Broader Alignments and xienwolf's modcomp (also explorable lairs, but I don't that uses a custom DLL). Several of my ideas depend pretty heavily on his duration-though-promotions changes. Just go ahead and include all this SDK changes; graphics changes, python, and xml (excluding schema) are unnecessary.

It would also be nice if you went ahead and merged UnitStats at the same time, and maybe also FFHBUG. And of course, feel free to implement anything that I've requested form xienwolf whihc he hasn't gotten around to yet. :D
 
Not sure if this been answered already, but will the next version of FF include the latest version of Marnok's explorable lairs mod? I find I absolutely love explorable lairs, can't play FfH without them anymore, and am really liking some of the new stuff in the latest version. :)
 
Going to make a full release out of it - I don't really like Patches for compatibility updates anyway, but I thought I may get away with it this time. Guess not...

Shouldn't matter now, but... in the Evil Patch's SpellInfos there's an extra "<SpellInfos>" between Inspire Fury and Take Hauberk of Abjuration - no idea if it's in the original FFH2 file or not.
 
Just go ahead and include all this SDK changes; graphics changes, python, and xml (excluding schema) are unnecessary.

It would also be nice if you went ahead and merged UnitStats at the same time, and maybe also FFHBUG. And of course, feel free to implement anything that I've requested form xienwolf whihc he hasn't gotten around to yet. :D

I'm going to sound like a broken record soon, but I'm just maintaining the mod to keep it up-to-date with Kael's new versions until I've got the new place sorted. I've spent all of today for instance painting, strimming, building flat pack furniture and scouring DIY stores for assorted tools/trimmings.

==

Also - every merged component comes at a cost to maintenance - they all need to be merged with any of Kael's changes every time the DLL is updated. The list is getting fairly long already. That being said - some of the XML components look very useful for things I have planned.

==

Give me a couple of weeks and I'll see what I can do.
 
I've re-released the 032d update as a full release, FF-Version 032.
I also just posted Patch A to fix a couple of issues.

===

I've fixed the Load Issue but unfortunately it was "Reading but not Writing", so the existing save games still won't decompress (if it was the opposite way around they would work fine now).

Apologies for the "bodge-patch" - hopefully didn't effect too many games...
 
I dont know if you already fixed this or not. But the "losing tooltips in forests" problem probably has something to do with my change to the maintainfeatures attribute on civilizations. It used to just be a boolen that allowed improvements on all features for that civ. Now its a list of features that civ can build improvements on (some one civ can be set to be able to place improvements on forests, another could do it on jungles, another could do it on oasis and scrubs, etc).
 
I dont know if you already fixed this or not. But the "losing tooltips in forests" problem probably has something to do with my change to the maintainfeatures attribute on civilizations. It used to just be a boolen that allowed improvements on all features for that civ. Now its a list of features that civ can build improvements on (some one civ can be set to be able to place improvements on forests, another could do it on jungles, another could do it on oasis and scrubs, etc).

Thanks - I was just starting to look into this one. Is it a FfH issue rather than merging issue on my side then? (from the bug thread posts it seems that non-FF players are having trouble too).

Either way I'll try tracking it down - it just changes where I look first...
 
Kahdi, monarch, diplomacy with my evil neighbours going downhill... It would be nice to convert to Octopus Overlords right now to tip towards evil... And oh bugger cant convert (I founded OO).. ?? Is it a bug, or I just cant convert to OO? Last time I looked they werent agnostic...
 
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